using UnityEngine;
using System.Collections;

public class TimedTrailRenderer : MonoBehaviour
{
	public bool emit = true;
	public float emitTime = 0.00f;
	public Material material;

	public float lifeTime = 1.00f;

	public Color[] colors;
	public float[] sizes;

	public float uvLengthScale = 0.01f;
	public bool higherQualityUVs = true;

	public int movePixelsForRebuild = 6;
	public float maxRebuildTime = 0.1f;

	public float minVertexDistance = 0.10f;

	public float maxVertexDistance = 10.00f;
	public float maxAngle = 3.00f;

	public bool autoDestruct = false;

	private ArrayList points = new ArrayList();
	private GameObject o;
	private Vector3 lastPosition;
	private Vector3 lastCameraPosition1;
	private Vector3 lastCameraPosition2;
	private float lastRebuildTime = 0.00f;
	private bool lastFrameEmit = true;

	public class Point
	{
		public float timeCreated = 0.00f;
		public Vector3 position;
		public bool lineBreak = false;
	}

	void Start()
	{
		lastPosition = transform.position;
		o = new GameObject("Trail");
		o.transform.parent = null;
		o.transform.position = Vector3.zero;
		o.transform.rotation = Quaternion.identity;
		o.transform.localScale = Vector3.one;
		o.AddComponent(typeof(MeshFilter));
		o.AddComponent(typeof(MeshRenderer));
		o.renderer.material = material;
	}

	void OnEnable()
	{
		lastPosition = transform.position;
		o = new GameObject("Trail");
		o.transform.parent = null;
		o.transform.position = Vector3.zero;
		o.transform.rotation = Quaternion.identity;
		o.transform.localScale = Vector3.one;
		o.AddComponent(typeof(MeshFilter));
		o.AddComponent(typeof(MeshRenderer));
		o.renderer.material = material;
	}

	void OnDisable()
	{
		Destroy(o);
	}

	void Update()
	{
		if (emit && emitTime != 0)
		{
			emitTime -= Time.deltaTime;
			if (emitTime == 0) emitTime = -1;
			if (emitTime < 0) emit = false;
		}

		if (!emit && points.Count == 0 && autoDestruct)
		{
			Destroy(o);
			Destroy(gameObject);
		}

		// early out if there is no camera
		if (!Camera.main) return;

		bool re = false;

		// if we have moved enough, create a new vertex and make sure we rebuild the mesh
		float theDistance = (lastPosition - transform.position).magnitude;
		if (emit)
		{
			if (theDistance > minVertexDistance)
			{
				bool make = false;
				if (points.Count < 3)
				{
					make = true;
				}
				else
				{
					Vector3 l1 = ((Point)points[points.Count - 2]).position - ((Point)points[points.Count - 3]).position;
					Vector3 l2 = ((Point)points[points.Count - 1]).position - ((Point)points[points.Count - 2]).position;
					if (Vector3.Angle(l1, l2) > maxAngle || theDistance > maxVertexDistance) make = true;
				}

				if (make)
				{
					Point p = new Point();
					p.position = transform.position;
					p.timeCreated = Time.time;
					points.Add(p);
					lastPosition = transform.position;
				}
				else
				{
					((Point)points[points.Count - 1]).position = transform.position;
					((Point)points[points.Count - 1]).timeCreated = Time.time;
				}
			}
			else if (points.Count > 0)
			{
				((Point)points[points.Count - 1]).position = transform.position;
				((Point)points[points.Count - 1]).timeCreated = Time.time;
			}
		}

		if (!emit && lastFrameEmit && points.Count > 0) ((Point)points[points.Count - 1]).lineBreak = true;
		lastFrameEmit = emit;

		// approximate if we should rebuild the mesh or not
		if (points.Count > 1)
		{
			Vector3 cur1 = Camera.main.WorldToScreenPoint(((Point)points[0]).position);
			lastCameraPosition1.z = 0;
			Vector3 cur2 = Camera.main.WorldToScreenPoint(((Point)points[points.Count - 1]).position);
			lastCameraPosition2.z = 0;

			float distance = (lastCameraPosition1 - cur1).magnitude;
			distance += (lastCameraPosition2 - cur2).magnitude;

			if (distance > movePixelsForRebuild || Time.time - lastRebuildTime > maxRebuildTime)
			{
				re = true;
				lastCameraPosition1 = cur1;
				lastCameraPosition2 = cur2;
			}
		}
		else
		{
			re = true;
		}


		if (re)
		{
			lastRebuildTime = Time.time;

			ArrayList remove = new ArrayList();
			int i = 0;
			foreach (Point p in points)
			{
				// cull old points first
				if (Time.time - p.timeCreated > lifeTime) remove.Add(p);
				i++;
			}

			foreach (Point p in remove) points.Remove(p);
			remove.Clear();

			if (points.Count > 1)
			{
				Vector3[] newVertices = new Vector3[points.Count * 2];
				Vector2[] newUV = new Vector2[points.Count * 2];
				int[] newTriangles = new int[(points.Count - 1) * 6];
				Color[] newColors = new Color[points.Count * 2];

				i = 0;
				float curDistance = 0.00f;

				foreach (Point p in points)
				{
					float time = (Time.time - p.timeCreated) / lifeTime;

					Color color = Color.Lerp(Color.white, Color.clear, time);
					if (colors != null && colors.Length > 0)
					{
						float colorTime = time * (colors.Length - 1);
						float min = Mathf.Floor(colorTime);
						float max = Mathf.Clamp(Mathf.Ceil(colorTime), 1, colors.Length - 1);
						float lerp = Mathf.InverseLerp(min, max, colorTime);
						if (min >= colors.Length) min = colors.Length - 1; if (min < 0) min = 0;
						if (max >= colors.Length) max = colors.Length - 1; if (max < 0) max = 0;
						color = Color.Lerp(colors[(int)min], colors[(int)max], lerp);
					}

					float size = 1f;
					if (sizes != null && sizes.Length > 0)
					{
						float sizeTime = time * (sizes.Length - 1);
						float min = Mathf.Floor(sizeTime);
						float max = Mathf.Clamp(Mathf.Ceil(sizeTime), 1, sizes.Length - 1);
						float lerp = Mathf.InverseLerp(min, max, sizeTime);
						if (min >= sizes.Length) min = sizes.Length - 1; if (min < 0) min = 0;
						if (max >= sizes.Length) max = sizes.Length - 1; if (max < 0) max = 0;
						size = Mathf.Lerp(sizes[(int)min], sizes[(int)max], lerp);
					}

					Vector3 lineDirection = Vector3.zero;
					if (i == 0) lineDirection = p.position - ((Point)points[i + 1]).position;
					else lineDirection = ((Point)points[i - 1]).position - p.position;

					Vector3 vectorToCamera = Camera.main.transform.position - p.position;
					Vector3 perpendicular = Vector3.Cross(lineDirection, vectorToCamera).normalized;

					newVertices[i * 2] = p.position + (perpendicular * (size * 0.5f));
					newVertices[(i * 2) + 1] = p.position + (-perpendicular * (size * 0.5f));

					newColors[i * 2] = newColors[(i * 2) + 1] = color;

					newUV[i * 2] = new Vector2(curDistance * uvLengthScale, 0);
					newUV[(i * 2) + 1] = new Vector2(curDistance * uvLengthScale, 1);

					if (i > 0 && !((Point)points[i - 1]).lineBreak)
					{
						if (higherQualityUVs) curDistance += (p.position - ((Point)points[i - 1]).position).magnitude;
						else curDistance += (p.position - ((Point)points[i - 1]).position).sqrMagnitude;

						newTriangles[(i - 1) * 6] = (i * 2) - 2;
						newTriangles[((i - 1) * 6) + 1] = (i * 2) - 1;
						newTriangles[((i - 1) * 6) + 2] = i * 2;

						newTriangles[((i - 1) * 6) + 3] = (i * 2) + 1;
						newTriangles[((i - 1) * 6) + 4] = i * 2;
						newTriangles[((i - 1) * 6) + 5] = (i * 2) - 1;
					}

					i++;
				}

				Mesh mesh = (o.GetComponent(typeof(MeshFilter)) as MeshFilter).mesh;
				mesh.Clear();
				mesh.vertices = newVertices;
				mesh.colors = newColors;
				mesh.uv = newUV;
				mesh.triangles = newTriangles;
			}
		}
	}
}